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Riptide Override: Postmortem

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     Sprint 7 has concluded, and the game has officially been fully published on the Google Playstore! I'll be going over what happened during the last sprint, significant events that took place during development, the road bumps we encountered, as well as our overall workflow throughout the process. Sprint 7 went pretty smoothly; we had a large amount of bug fixes as well as finishing up the final mechanics in the game. These primarily included mechanics for the Boss Battle, as well as the Loading Scenes. I added 5 new loading scenes to the game, these would take place after beating a puzzle, being a transitional scene before entering the next level. This resolved the occasional 1-2 second freeze that would occur on some devices during a scene switch. It also gave the player time to catch their breath after beating the timed puzzles. Each of the loading scenes are animated, and follows the submarine rotating and hovering around a spinning environment. The models of the e...

Riptide Override: Sprint 6

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 This is our last full sprint for the project, with Sprint 7 having less time then the others. Because of this, it was the last sprint to really push out and big features. The majority of my time on this sprint was spent on the Boss Level. What was particularly time consuming was creating the model for the boss itself. Here's a wireframe of the current model. For our workflow, and I've mentioned this in previous sprint reports, my goal is to stay completely in Unity. That means avoiding things like Maya or Painter; the idea was that this would greatly speed up our workflow if we stuck to a singular environment and application, as well and resolve potential issues that could come up from importing/exporting between programs. As well as greatly decreasing time spent, as these programs are more complex. This methodology has worked very well up until this point. The boss is by far the most complex model in the game, yet as always, it was created using overlays of basic geometrical ...

Riptide Override: Sprint 5

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 Conflict and acceptance, would be a good set of words to describe how this sprint went. In terms of content, we put out the same level we always have. The majoring different this sprint was that our normal in class play test session had been canceled. Myself and another team member were able to find a good deal of playtests outside of the class though. We were able to get data from 7 different people. This is not a great deal of people, but it was something to work with at the very least. It was also a new and clean group of people, as in they had never seen the game before, unlike our other classmates who have already playtest our game on four separate occasions. Lets start with with my personal work that I had completed for Sprint 5. I finished the majority of the Ice Level. I don't want to call it complete, as I still wish to throw a few more additions in; and enemies still have to be placed around the map as well. Here's a short Gif of its current state: If you just came f...

Riptide Override: Sprint 4

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 Sprint 4 was rather interesting. We had a few days to work on the project before our Spring break happened. Letting the group relax and take a break was great, but it also created a bit of a dip in our workflow. When we finally got back a week later, it took all of a rather significant amount of time to get back into a efficient workflow. That being said, we actually completed the most points ever this sprint, and I set a new personal record for the amount of points I completed. The first thing I did was wrap up some issues that became apparent at the end of Sprint 3. This was actually regarding combining the new background with the new puzzle levels: After a week into this sprint, we were fortunate to have a class playtest, this helped point out some of the flaws in our game, and we were able to subsequently improve upon them. The largest complaint was regarding the player feeling "too heavy". I edited the values for the player to make the downward pull of gravity faster, b...

Riptide Override: Sprint 3

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     Hopefully, this will remain as one of our most challenging sprints. Half of the entire sprint was spent attempting to get a build onto the Google Play store, which gave us far less time to do the same amount of content that we normally do. Let us start with the big stuff. Now let me be clear, the whole process of getting a build onto the store was a group effort. In fact, we clocked in 7 hours across 3 meetings solely focusing on this singular challenge. This might of taken us a entire week of the sprint; but I am very proud to say that my group was the only one that came to class with a playable, built, and published version of a game.  That being said, what did I specifically do regarding the build? I handled everything surrounding the Google Console. This included seven different builds. Yes, you read that right. Across the first week of Sprint 3 I uploaded 7 different builds onto the store, each of which were a revised version of the last. This was already a...

Riptide Override: Sprint 2

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       Sprint 2 has concluded with a total of 32 points completed. A solid 6 more then Sprint 1, giving us a velocity of 28 points. Here's the graph I made showing our current and projected progress.  I worked in a few different categories for this sprint. Modeling, scripting, and bug fixing were the primary ones. I also quintupled (had too google that one) the backlog to ensure that my group had a plethora of cards to work with for our upcoming sprints. The first issue I dealt with was a major bug fix. While showcasing our current prototype to my roommate, I unplugged my laptop and brought it over to him. When we hit play, the player moved in slow motion, and could not even rise. Plugging in my laptop fixed this. After a few more days of testing around this problem, It became apparent that stronger devices would have player movement speeds higher, while weaker devices made them slower. It turns out that this was because I made the movement tied to fps. when plu...